All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
244 lines
5.8 KiB
C++
244 lines
5.8 KiB
C++
#ifndef VisualSCRIPT_EDITOR_H
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#define VisualSCRIPT_EDITOR_H
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#include "tools/editor/plugins/script_editor_plugin.h"
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#include "visual_script.h"
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#include "tools/editor/property_editor.h"
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#include "scene/gui/graph_edit.h"
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#include "tools/editor/create_dialog.h"
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#include "tools/editor/property_selector.h"
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class VisualScriptEditorSignalEdit;
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class VisualScriptEditorVariableEdit;
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#ifdef TOOLS_ENABLED
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class VisualScriptEditor : public ScriptEditorBase {
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GDCLASS(VisualScriptEditor,ScriptEditorBase)
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enum {
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TYPE_SEQUENCE=1000,
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INDEX_BASE_SEQUENCE=1024
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};
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enum {
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EDIT_DELETE_NODES,
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EDIT_TOGGLE_BREAKPOINT,
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EDIT_FIND_NODE_TYPE,
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EDIT_COPY_NODES,
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EDIT_CUT_NODES,
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EDIT_PASTE_NODES,
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};
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enum PortAction {
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CREATE_CALL,
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CREATE_SET,
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CREATE_GET,
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CREATE_COND,
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CREATE_SEQUENCE,
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CREATE_SWITCH,
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CREATE_ITERATOR,
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CREATE_WHILE,
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CREATE_RETURN,
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};
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MenuButton *edit_menu;
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Ref<VisualScript> script;
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Button *base_type_select;
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HSplitContainer *main_hsplit;
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VSplitContainer *left_vsplit;
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GraphEdit *graph;
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LineEdit *node_filter;
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TextureFrame *node_filter_icon;
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VisualScriptEditorSignalEdit *signal_editor;
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AcceptDialog *edit_signal_dialog;
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PropertyEditor *edit_signal_edit;
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PropertySelector *method_select;
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PropertySelector *new_connect_node_select;
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VisualScriptEditorVariableEdit *variable_editor;
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AcceptDialog *edit_variable_dialog;
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PropertyEditor *edit_variable_edit;
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CustomPropertyEditor *default_value_edit;
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UndoRedo *undo_redo;
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Tree *members;
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Tree *nodes;
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Label *hint_text;
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Timer *hint_text_timer;
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Label *select_func_text;
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bool updating_graph;
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void _show_hint(const String& p_hint);
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void _hide_timer();
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CreateDialog *select_base_type;
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struct VirtualInMenu {
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String name;
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Variant::Type ret;
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bool ret_variant;
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Vector< Pair<Variant::Type,String> > args;
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};
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Map<int,VirtualInMenu> virtuals_in_menu;
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PopupMenu *new_function_menu;
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StringName edited_func;
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void _update_graph_connections();
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void _update_graph(int p_only_id=-1);
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bool updating_members;
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void _update_members();
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StringName selected;
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String _validate_name(const String& p_name) const;
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struct Clipboard {
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Map<int,Ref<VisualScriptNode> > nodes;
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Map<int,Vector2 > nodes_positions;
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Set<VisualScript::SequenceConnection> sequence_connections;
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Set<VisualScript::DataConnection> data_connections;
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};
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static Clipboard *clipboard;
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PopupMenu *port_action_popup;
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PortAction port_action;
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int port_action_node;
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int port_action_output;
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Vector2 port_action_pos;
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int port_action_new_node;
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void _port_action_menu(int p_option);
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void _selected_connect_node_method_or_setget(const String& p_text);
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int error_line;
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void _node_selected(Node* p_node);
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void _center_on_node(int p_id);
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void _node_filter_changed(const String& p_text);
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void _change_base_type_callback();
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void _change_base_type();
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void _member_selected();
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void _member_edited();
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void _override_pressed(int p_id);
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void _begin_node_move();
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void _end_node_move();
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void _move_node(String func,int p_id,const Vector2& p_to);
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void _node_moved(Vector2 p_from,Vector2 p_to, int p_id);
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void _remove_node(int p_id);
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void _graph_connected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
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void _graph_disconnected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
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void _graph_connect_to_empty(const String& p_from,int p_from_slot,const Vector2& p_release_pos);
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void _node_ports_changed(const String& p_func,int p_id);
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void _available_node_doubleclicked();
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void _update_available_nodes();
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void _member_button(Object *p_item, int p_column, int p_button);
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void _expression_text_changed(const String& p_text,int p_id);
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String revert_on_drag;
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void _input(const InputEvent& p_event);
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void _on_nodes_delete();
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void _on_nodes_duplicate();
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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int editing_id;
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int editing_input;
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void _default_value_changed();
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void _default_value_edited(Node * p_button,int p_id,int p_input_port);
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void _menu_option(int p_what);
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void _graph_ofs_changed(const Vector2& p_ofs);
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void _comment_node_resized(const Vector2& p_new_size,int p_node);
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int selecting_method_id;
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void _selected_method(const String& p_method);
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void _draw_color_over_button(Object* obj,Color p_color);
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void _button_resource_previewed(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);
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VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node,int p_port_action_output,Set<int> &visited_nodes);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void apply_code();
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virtual Ref<Script> get_edited_script() const;
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virtual Vector<String> get_functions();
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virtual void set_edited_script(const Ref<Script>& p_script);
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virtual void reload_text();
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virtual String get_name();
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virtual Ref<Texture> get_icon();
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virtual bool is_unsaved();
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virtual Variant get_edit_state();
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virtual void set_edit_state(const Variant& p_state);
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virtual void goto_line(int p_line,bool p_with_error=false);
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virtual void trim_trailing_whitespace();
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virtual void ensure_focus();
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virtual void tag_saved_version();
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virtual void reload(bool p_soft);
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virtual void get_breakpoints(List<int> *p_breakpoints);
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virtual bool goto_method(const String& p_method);
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virtual void add_callback(const String& p_function,StringArray p_args);
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virtual void update_settings();
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virtual void set_debugger_active(bool p_active);
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virtual void set_tooltip_request_func(String p_method,Object* p_obj);
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virtual Control *get_edit_menu();
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virtual bool can_lose_focus_on_node_selection() { return false; }
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static void register_editor();
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static void free_clipboard();
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VisualScriptEditor();
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~VisualScriptEditor();
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};
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#endif
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#endif // VisualSCRIPT_EDITOR_H
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